// Based on code from NeHe's OpenGl website

#ifndef FREETYPEFONT_H
#define FREETYPEFONT_H

// FreeType Headers
#include <ft2build.h>
#include <freetype/freetype.h>
#include <freetype/ftglyph.h>
#include <freetype/ftoutln.h>
#include <freetype/fttrigon.h>

// OpenGL Headers 
#include <windows.h>		//(the GL headers need it)
#include <GL/gl.h>
#include <GL/glu.h>

// Some STL headers
#include <vector>
#include <string>

// Using the STL exception library increases the
// chances that someone else using our code will corretly
// catch any exceptions that we throw.
#include <stdexcept>

// MSVC will spit out all sorts of useless warnings if
// you create vectors of strings, this pragma gets rid of them.
#pragma warning(disable: 4786) 

// Wrap everything in a namespace, that we can use common
// function names like "print" without worrying about
// overlapping with anyone else's code.
namespace freetype
{
    // Inside of this namespace, give ourselves the ability
    // to write just "vector" instead of "std::vector"
    using std::vector;

    // Ditto for string.
    using std::string;

    // This holds all of the information related to any
    // freetype font that we want to create.  
    class font_data
    {
    public:
        float h;			///< Holds the height of the font.
        GLuint * textures;	///< Holds the texture id's 
        GLuint list_base;	///< Holds the first display list id

        // The init function will create a font of
        // of the height h from the file fname.
        void init(const char * fname, unsigned int h);

        ~font_data(){ clean(); }
        // Free all the resources associated with the font.
        void clean();
    };

    //The flagship function of the library - this thing will print
    //out text at window Coordinates x,y, using the font ft_font.
    //The current modelview matrix will also be applied to the text. 
    void print(const font_data &ft_font, float x, float y, const char *fmt, ...);

    // print one char at a time - useful for roguelike engine :)
    void printChar(const font_data &ft_font, int x, int y, const char c);

    // call before calling printChar ( ideally you are going to call printChar a bunch of times)
    void prePrintChar(const font_data &ft_font);

    // call after printChar ( any number of times)
    void postPrintChar();
} // freetype

#endif // FREETYPEFONT_H